Essentially, Paladins are the quintessential support class. More so even than Clerics. Depending on build, they can either tank or heal incredibly well, and they have lots of team buffs. My Devotion Paladin has a feat that grants 25% of her Power rating to all nearby allies. That's just plain sick. But there is a tradeoff…
Pretty much what they said above. The *must have* Encounter power that ALL Devotion Pallys should equip in group content is Bond of Virtue. It's incredibly strong ... and passive in that you just turn it on and leave it on (although it does get knocked off if you get controlled, so keep an eye on that).
I am having A LOT of fun playing as a Devotion Paladin. I find her incredibly survivable in all solo content, and the only time she has ever died was if she got one shot by a zone dragon (which has happened maybe twice I think). Barring that, it takes all of 1 second to go from near death to full health. That being said,…
As a general rule, I *always* take the merchant as my starting artifact for *all* my characters. There is nothing in this game more aggravating than being in the middle of a dungeon and running out of inventory space. Kills my gameplay enjoyment. As for a companion, I think it depends on what Oath you choose. Oath of…
Agreed. I LOVE aoe buffing classes. So very few people seem to get the potential behind them. I'm very happy that they introduced it here. Now, I can't speak for PVP as I don't really do it. I can't speak for endgame Pally as the expansion launched just a few days ago and she's only at level 32 at the moment. What I can…
For any Paladin, even Protection, you really don't need a healer companion as the class comes with enough heals to keep you topped off. I'd say a striker or controller with lots of aoe would be your best bet.